This week we consider the beautiful world that Campo Santo has built for us to explore and the way that the game explores human relationships through its protagonist's own explorations within that world.
Far be it for me to decide for you what your opinions on walking simulators are, but Dream is one caught between the worlds of self-proclaimed “art games” and traditionally designed goal-oriented games.
The oddest detail in a game world that concerns itself with including shampoo bottles, cereal boxes, and VHS tapes is the fact that the house that you occupy in Gone Home is missing one item so common to human experience and so common to domestic spaces. This is a home that contains no mirrors.
I have never worried so much about where light switches are in a video game as I have in Gone Home, dreading what might be lurking in dark corners because the setting, the gameplay, and the tone of the game's mystery suggested to me that I should.